コード例 #1
0
ファイル: Localization.cs プロジェクト: ChuHaiLing/Drak_pro
	/// <summary>
	/// Load the specified CSV file.
	/// </summary>

	static bool LoadCSV (byte[] bytes, TextAsset asset, bool merge = false)
	{
		if (bytes == null) return false;
		ByteReader reader = new ByteReader(bytes);

		// The first line should contain "KEY", followed by languages.
		BetterList<string> header = reader.ReadCSV();

		// There must be at least two columns in a valid CSV file
		if (header.size < 2) return false;
		header.RemoveAt(0);

		string[] languagesToAdd = null;
		if (string.IsNullOrEmpty(mLanguage)) localizationHasBeenSet = false;

		// Clear the dictionary
		if (!localizationHasBeenSet || (!merge && !mMerging) || mLanguages == null || mLanguages.Length == 0)
		{
			mDictionary.Clear();
			mLanguages = new string[header.size];

			if (!localizationHasBeenSet)
			{
				mLanguage = PlayerPrefs.GetString("Language", header[0]);
				localizationHasBeenSet = true;
			}

			for (int i = 0; i < header.size; ++i)
			{
				mLanguages[i] = header[i];
				if (mLanguages[i] == mLanguage)
					mLanguageIndex = i;
			}
		}
		else
		{
			languagesToAdd = new string[header.size];
			for (int i = 0; i < header.size; ++i) languagesToAdd[i] = header[i];

			// Automatically resize the existing languages and add the new language to the mix
			for (int i = 0; i < header.size; ++i)
			{
				if (!HasLanguage(header[i]))
				{
					int newSize = mLanguages.Length + 1;
#if UNITY_FLASH
					string[] temp = new string[newSize];
					for (int b = 0, bmax = arr.Length; b < bmax; ++b) temp[b] = mLanguages[b];
					mLanguages = temp;
#else
					System.Array.Resize(ref mLanguages, newSize);
#endif
					mLanguages[newSize - 1] = header[i];

					Dictionary<string, string[]> newDict = new Dictionary<string, string[]>();

					foreach (KeyValuePair<string, string[]> pair in mDictionary)
					{
						string[] arr = pair.Value;
#if UNITY_FLASH
						temp = new string[newSize];
						for (int b = 0, bmax = arr.Length; b < bmax; ++b) temp[b] = arr[b];
						arr = temp;
#else
						System.Array.Resize(ref arr, newSize);
#endif
						arr[newSize - 1] = arr[0];
						newDict.Add(pair.Key, arr);
					}
					mDictionary = newDict;
				}
			}
		}

		Dictionary<string, int> languageIndices = new Dictionary<string, int>();
		for (int i = 0; i < mLanguages.Length; ++i)
			languageIndices.Add(mLanguages[i], i);

		// Read the entire CSV file into memory
		for (;;)
		{
			BetterList<string> temp = reader.ReadCSV();
			if (temp == null || temp.size == 0) break;
			if (string.IsNullOrEmpty(temp[0])) continue;
			AddCSV(temp, languagesToAdd, languageIndices);
		}

		if (!mMerging && onLocalize != null)
		{
			mMerging = true;
			OnLocalizeNotification note = onLocalize;
			onLocalize = null;
			note();
			onLocalize = note;
			mMerging = false;
		}
		return true;
	}
コード例 #2
0
    /// <summary>
    /// Load the specified CSV file.
    /// </summary>

    static bool LoadCSV(byte[] bytes, TextAsset asset, bool merge = false)
    {
        if (bytes == null)
        {
            return(false);
        }
        ByteReader reader = new ByteReader(bytes);

        // The first line should contain "KEY", followed by languages.
        BetterList <string> header = reader.ReadCSV();

        // There must be at least two columns in a valid CSV file
        if (header.size < 2)
        {
            return(false);
        }
        header.RemoveAt(0);

        string[] languagesToAdd = null;
        if (string.IsNullOrEmpty(mLanguage))
        {
            localizationHasBeenSet = false;
        }

        // Clear the dictionary
        if (!localizationHasBeenSet || (!merge && !mMerging) || mLanguages == null || mLanguages.Length == 0)
        {
            mDictionary.Clear();
            mLanguages = new string[header.size];

            if (!localizationHasBeenSet)
            {
                mLanguage = PlayerPrefs.GetString("Language", header[0]);
                localizationHasBeenSet = true;
            }

            for (int i = 0; i < header.size; ++i)
            {
                mLanguages[i] = header[i];
                if (mLanguages[i] == mLanguage)
                {
                    mLanguageIndex = i;
                }
            }
        }
        else
        {
            languagesToAdd = new string[header.size];
            for (int i = 0; i < header.size; ++i)
            {
                languagesToAdd[i] = header[i];
            }

            // Automatically resize the existing languages and add the new language to the mix
            for (int i = 0; i < header.size; ++i)
            {
                if (!HasLanguage(header[i]))
                {
                    int newSize = mLanguages.Length + 1;
#if UNITY_FLASH
                    string[] temp = new string[newSize];
                    for (int b = 0, bmax = arr.Length; b < bmax; ++b)
                    {
                        temp[b] = mLanguages[b];
                    }
                    mLanguages = temp;
#else
                    System.Array.Resize(ref mLanguages, newSize);
#endif
                    mLanguages[newSize - 1] = header[i];

                    Dictionary <string, string[]> newDict = new Dictionary <string, string[]>();

                    foreach (KeyValuePair <string, string[]> pair in mDictionary)
                    {
                        string[] arr = pair.Value;
#if UNITY_FLASH
                        temp = new string[newSize];
                        for (int b = 0, bmax = arr.Length; b < bmax; ++b)
                        {
                            temp[b] = arr[b];
                        }
                        arr = temp;
#else
                        System.Array.Resize(ref arr, newSize);
#endif
                        arr[newSize - 1] = arr[0];
                        newDict.Add(pair.Key, arr);
                    }
                    mDictionary = newDict;
                }
            }
        }

        Dictionary <string, int> languageIndices = new Dictionary <string, int>();
        for (int i = 0; i < mLanguages.Length; ++i)
        {
            languageIndices.Add(mLanguages[i], i);
        }

        // Read the entire CSV file into memory
        for (;;)
        {
            BetterList <string> temp = reader.ReadCSV();
            if (temp == null || temp.size == 0)
            {
                break;
            }
            if (string.IsNullOrEmpty(temp[0]))
            {
                continue;
            }
            AddCSV(temp, languagesToAdd, languageIndices);
        }

        if (!mMerging && onLocalize != null)
        {
            mMerging = true;
            OnLocalizeNotification note = onLocalize;
            onLocalize = null;
            note();
            onLocalize = note;
            mMerging   = false;
        }
        return(true);
    }
コード例 #3
0
    private static bool LoadCSV(byte[] bytes, TextAsset asset, bool merge = false)
    {
        if (bytes == null)
        {
            return(false);
        }
        ByteReader          byteReader = new ByteReader(bytes);
        BetterList <string> betterList = byteReader.ReadCSV();

        if (betterList.size < 2)
        {
            return(false);
        }
        betterList.RemoveAt(0);
        string[] array = null;
        if (string.IsNullOrEmpty(mLanguage))
        {
            localizationHasBeenSet = false;
        }
        if (!localizationHasBeenSet || (!merge && !mMerging) || mLanguages == null || mLanguages.Length == 0)
        {
            mDictionary.Clear();
            mLanguages = new string[betterList.size];
            if (!localizationHasBeenSet)
            {
                mLanguage = PlayerPrefs.GetString("Language", betterList[0]);
                localizationHasBeenSet = true;
            }
            for (int i = 0; i < betterList.size; i++)
            {
                mLanguages[i] = betterList[i];
                if (mLanguages[i] == mLanguage)
                {
                    mLanguageIndex = i;
                }
            }
        }
        else
        {
            array = new string[betterList.size];
            for (int j = 0; j < betterList.size; j++)
            {
                array[j] = betterList[j];
            }
            for (int k = 0; k < betterList.size; k++)
            {
                if (!HasLanguage(betterList[k]))
                {
                    int num = mLanguages.Length + 1;
                    Array.Resize(ref mLanguages, num);
                    mLanguages[num - 1] = betterList[k];
                    Dictionary <string, string[]> dictionary = new Dictionary <string, string[]>();
                    foreach (KeyValuePair <string, string[]> item in mDictionary)
                    {
                        string[] array2 = item.Value;
                        Array.Resize(ref array2, num);
                        array2[num - 1] = array2[0];
                        dictionary.Add(item.Key, array2);
                    }
                    mDictionary = dictionary;
                }
            }
        }
        Dictionary <string, int> dictionary2 = new Dictionary <string, int>();

        for (int l = 0; l < mLanguages.Length; l++)
        {
            dictionary2.Add(mLanguages[l], l);
        }
        while (true)
        {
            BetterList <string> betterList2 = byteReader.ReadCSV();
            if (betterList2 == null || betterList2.size == 0)
            {
                break;
            }
            if (!string.IsNullOrEmpty(betterList2[0]))
            {
                AddCSV(betterList2, array, dictionary2);
            }
        }
        if (!mMerging && onLocalize != null)
        {
            mMerging = true;
            OnLocalizeNotification onLocalizeNotification = onLocalize;
            onLocalize = null;
            onLocalizeNotification();
            onLocalize = onLocalizeNotification;
            mMerging   = false;
        }
        return(true);
    }